Simulacrum said:
Actually the Red Wizard is nothing compared to 3.0.
....it became a complete no-choice for munchkins. Maybe for one trick ponys. Or dead horses.
I agree it's no match for 3.0.
Then you loose 4 schools of magic, thats absolutely devastating in terms of flexibility. Circle magic has still a limit. So it only works for BBEG and is nearly useles for players, because the DM is going to cut into your choice of powering up. Ok lets say you get +10 levels as circle leader and +20 levels as great circle leader? Whats the big deal.
Well, those 1 or 2 spells per day that are guaranteed to succeed
Say we push the highest slot available 6th up to 9th, thats 3 levels gone. Then Maximize, another 3 levels then your effective caster level (against dispels and SR) by 4 and thats it. You pushed ONE spell. Great, that makes up for loosing FOUR schools of magic.....do the math. = Its +3 DC, +3 Spell power, and maximize THATS IT.
Perhaps I shouldn't say it's overpowered, just not well balanced. It's one of those high-power/high-cost situations that took second edition psionics and broke dozens of campaigns over it's leathery brown back. (And I'm a psi-fan!)
I've seen this for magic, psionics, and occasionally for non-supernatural stuff as well, and each time it doesn't turn out well. Usually (for a player) you're weak most of the day, saving your energy for the BBEG, and all of a sudden the DM wants to kill your player!
For my part the Red Wizard is a funky BBEG but absolutely useles for players due to the critical cut in flexibility. You are nothing more as a Sorceror/Wizard with a bit more OOOMPH when it comes to Metamagic.
PrC are a DM tool - you can use them for NPCs and still break them.
Now please tell me where the big advantage of say +11 DC of one or max two spells is?
I wish I could explain Psychofeedback to you... the big advantage is that the spell is basically guaranteed to work.
Suppose I took Enchantment as my specialty and start using Dominate Monster all the time. Does the DC boost apply to the saves to break control as well? I can control him for 18 hours or so? I get a cohort for the day without using up XP? It's a good thing Dominate doesn't really last days anymore, or I could break that even worse.
The Hero/Monster is probably not going to save the spell.....and?
Compared to the previous version where ALL your spells were +11 DC ALL the time without CIRCLE MAGIC!
Like I said, I think the 3.0 version was a lot munchier.
Another thing is it just counts for 24 hours after that its gone, looks like its bad for adventuring too....
So either you stick to your circle in your warm enclave, or you have no benefit of it at all...
Circle Magic made up for the Red Wizards lack of Metamagic as they have to invest heavily in Magic Item making. As they have to work for the enclaves all the time. I think it would be a good idea to cap circle magic to +10(+15) and +20(25) for great circle leaders. That would make it balanced and not look so open ended in its power potential. (wich it isnt as long as the DM is not dumb)
I don't think it does. The costs are weird, but can be managed.
I agree, the DM should cap or otherwise balance things - it's better than complaining. I just wish the DMs at WotC would try a little harder sometimes.
DMScott said:
Wish-type spells includes Limited Wish, which is seventh level and considerably more useful in the general case. If I had a choice as a player, I wouldn't trade Limited Wish for Bring Down The Moon straight-up, let alone as a higher level spell plus a feat.
I think it's a high-cost/high-power situation that doesn't work well. Plus, if I could, I'd take both

Good thing that's not possible.